Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Development Info Underrail 2: Infusion Dev Log #9: New Combat System

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,207
Location
Eastern block
Baldurs gate 3 patch - 0 comments
Underrail 2 - 174 comments

This is what I like to see
 

ItsChon

Resident Zoomer
Patron
Joined
Jul 1, 2018
Messages
5,400
Location
Երևան
Steve gets a Kidney but I don't even get a tag.
Look at the spitter fight and imagine the player had throwing knives or something. Projectiles cause damage only when they hit and you can see the player's "progress bar" continues moving while they're in-flight.
If you channeled a defensive ability vs. enemies with slow moving projectiles and vs. enemies with fast projectiles, projectile speed could define whether you have enough time to activate the ability and mitigate the damage. This didn't exist in Underrail before.
This actually did exist in Underrail when out of combat and the game was running in real time, but I assume Infusion will be different. Either way though, you have no way of knowing whether or not the animations actually accurately reflect the systems or if they're just abstractions of a system that doesn't have projectile speed.
I'm drawing attention to the fact that it's not just Underrail with smaller turns. You mentally replace AP cost with a time cost, you also have to worry about the duration of the action itself if it has a channel time now. For a more complex action like burst fire you have to add things up yourself, aiming time, channel time, to realize how long you'll actually be exposed to enemy fire.
What you're saying about channeling a burst fire is literally just adding an additional AP cost to such things and then converting it to time. I doubt that's actually how the system was introduced but my point is to illustrate that it's still remarkable similar to original Underrail. Obviously it's "not just Underrail with smaller turns", there's more going on. The point of the analogy is to highlight that the combat systems should feel pretty damn similar, maintaining that turn-based feel that we all love.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom